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ZO_ATTRIBUTE_BAR_POWER_SHIELD_LEVEL = 2000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_TRAUMA_LEVEL = 3000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_TRAUMA_GLOSS_LEVEL = 3001
ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_HEALTH_LEVEL = 4000
ZO_ATTRIBUTE_BAR_POWER_SHIELD_FAKE_HEALTH_GLOSS_LEVEL = 4001
local RELEVANT_VISUAL_TYPES =
{
ATTRIBUTE_VISUAL_POWER_SHIELDING ,
ATTRIBUTE_VISUAL_TRAUMA
}
end
end
function ZO_UnitVisualizer_PowerShieldModule : CreateInfoTable ( control , oldInfo , stat , attribute , power )
local info = oldInfo or { visualInfo = { } }
if not info . visualInfo [ visualType ] then
info . visualInfo [ visualType ] = { }
end
local visualInfo = info . visualInfo [ visualType ]
visualInfo . value , visualInfo . maxValue = self : GetInitialValueAndMarkMostRecent ( visualType , stat , attribute , power )
if visualInfo . lastValue == nil then
visualInfo . lastValue = 0
end
end
return info
end
return nil
end
function ZO_UnitVisualizer_PowerShieldModule : OnAdded ( healthBarControl , magickaBarControl , staminaBarControl )
{
[ ATTRIBUTE_HEALTH ] = healthBarControl ,
}
end
if bar == healthBarControl then
if info then
info . isResizing = resizing
end
end
end
local STARTING_RESIZE = true
local STOPPING_RESIZE = false
self : GetOwner ( ) : RegisterCallback ( "AttributeBarSizeChangingStart" , function ( ... ) OnSizeChanged ( STARTING_RESIZE , ... ) end )
self : GetOwner ( ) : RegisterCallback ( "AttributeBarSizeChangingStopped" , function ( ... ) OnSizeChanged ( STOPPING_RESIZE , ... ) end )
EVENT_MANAGER : RegisterForEvent ( "ZO_UnitVisualizer_PowerShieldModule" .. self : GetModuleId ( ) , EVENT_PLAYER_ACTIVATED , function ( ) self : InitializeBarValues ( ) end )
EVENT_MANAGER : RegisterForUpdate ( "ZO_UnitVisualizer_PowerShieldModule" .. self : GetModuleId ( ) , 0 , function ( ) self : OnUpdate ( ) end )
end
{
[ ATTRIBUTE_HEALTH ] = self : CreateInfoTable ( healthBarControl , oldBarInfo and oldBarInfo [ ATTRIBUTE_HEALTH ] , STAT_MITIGATION , ATTRIBUTE_HEALTH , COMBAT_MECHANIC_FLAGS_HEALTH ) ,
}
end
end
end
end
if info . isResizing then
end
end
end
end
function ZO_UnitVisualizer_PowerShieldModule : IsUnitVisualRelevant ( visualType , stat , attribute , powerType )
return false
end
if visualType == currentVisualType then
return true
end
end
return false
end
function ZO_UnitVisualizer_PowerShieldModule : OnUnitAttributeVisualAdded ( visualType , stat , attribute , powerType , value , maxValue )
local info = barInfo . visualInfo [ visualType ]
info . maxValue = info . maxValue + maxValue
end
function ZO_UnitVisualizer_PowerShieldModule : OnUnitAttributeVisualUpdated ( visualType , stat , attribute , powerType , oldValue , newValue , oldMaxValue , newMaxValue )
local info = barInfo . visualInfo [ visualType ]
info . maxValue = info . maxValue + ( newMaxValue - oldMaxValue )
end
function ZO_UnitVisualizer_PowerShieldModule : OnUnitAttributeVisualRemoved ( visualType , stat , attribute , powerType , value , maxValue )
local info = barInfo . visualInfo [ visualType ]
info . maxValue = info . maxValue - maxValue
end
end
local LEFT_BAR , RIGHT_BAR = 1 , 2
if not info . overlayControls then
local shieldLeftOverlay = CreateControlFromVirtual ( "$(parent)PowerShieldLeftOverlay" , attributeBar , self . layoutData . barLeftOverlayTemplate )
local shieldRightOverlay = CreateControlFromVirtual ( "$(parent)PowerShieldRightOverlay" , attributeBar , self . layoutData . barRightOverlayTemplate )
info . overlayControls = { shieldLeftOverlay , shieldRightOverlay }
ZO_StatusBar_SetGradientColor ( overlay . fakeHealthBar , ZO_POWER_BAR_GRADIENT_COLORS [ COMBAT_MECHANIC_FLAGS_HEALTH ] )
end
end )
end )
end
ApplyPlatformStyleToShield ( info . overlayControls [ LEFT_BAR ] , info . overlayControls [ RIGHT_BAR ] , self . layoutData . barLeftOverlayTemplate , self . layoutData . barRightOverlayTemplate )
end
return false
end
end
return true
end
function ZO_UnitVisualizer_PowerShieldModule : ApplyValueToBar ( attributeBar , barInfo , leftControl , rightControl , value )
-- arbitrary hardcoded threshold to avoid "too-small" values
if percentOfBarRequested <= . 01 then
return
else
end
local leftOffsetX = halfWidth * ( 1 - percentOfBarRequested )
local rightOffsetX = leftOffsetX + halfWidth * percentOfBarRequested
end
local shieldInfo , traumaInfo = barInfo . visualInfo [ ATTRIBUTE_VISUAL_POWER_SHIELDING ] , barInfo . visualInfo [ ATTRIBUTE_VISUAL_TRAUMA ]
-- This math just establishes the relationships between each bar: the clamping and scaling to turn these into actual control positions happens in ApplyValueToBar().
-- Each bar is drawn on top of the last one in the sequence, so the actual amount of each bar the player will see will always be distance between the last bar and the next.
-- These are the source values: we work a half-scale because we apply one half of the value's magnitude on each side of the total bar.
-- We don't do this for health because the parent attribute bar provides us with half-values.
local health = barInfo . attributeValue
-- Shields add to your original health bar, so they grow out of that value.
-- When that amount extends beyond your max health we need shrink your fakehealth to compensate, which we carry over as shieldOverflow
local shieldBarSize = health + shield
-- Trauma starts at your current health value, minus any shield overflow.
-- This means that you should perceive the size of this bar as being your "health", it just needs to be overhealed before you can benefit from extra heal.
local traumaBarSize = health - shieldOverflow
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . traumaBar , rightOverlay . traumaBar , traumaBarSize )
-- Then the fakehealth starts at the step 2 interpretation of health minus any trauma experienced.
-- Sometimes trauma and shield overflow will be 0, in which case this value is the same as your actual health, otherwise it shrinks to fit each effect.
local fakeHealthSize = traumaBarSize - trauma
self : ApplyValueToBar ( attributeBar , barInfo , leftOverlay . fakeHealthBar , rightOverlay . fakeHealthBar , fakeHealthSize )
else
end
end
if info . overlayControls then
end
end
local STATE_GAINED_SOUND_FOR_VISUAL_TYPE =
{
[ ATTRIBUTE_VISUAL_POWER_SHIELDING ] = STAT_STATE_SHIELD_GAINED ,
[ ATTRIBUTE_VISUAL_TRAUMA ] = STAT_STATE_TRAUMA_GAINED
}
local STATE_LOST_SOUND_FOR_VISUAL_TYPE =
{
[ ATTRIBUTE_VISUAL_POWER_SHIELDING ] = STAT_STATE_SHIELD_LOST ,
[ ATTRIBUTE_VISUAL_TRAUMA ] = STAT_STATE_TRAUMA_LOST
}
local visualInfo = barInfo . visualInfo [ visualType ]
local lastValue = visualInfo . lastValue
end
end
if info . overlayControls then
ApplyPlatformStyleToShield ( info . overlayControls [ LEFT_BAR ] , info . overlayControls [ RIGHT_BAR ] , self . layoutData . barLeftOverlayTemplate , self . layoutData . barRightOverlayTemplate )
end
end
end
end |